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Visual Studio Maui IOS

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What’s the best way to improve my app’s rating and get more positive reviews?
My iOS app currently holds a 3.5★ rating with limited reviews, and I’d like to raise it by motivating happy users to share feedback. I’m looking for ethical ways to do this without being pushy. What are the best strategies and timing for review prompts to boost ratings while keeping users satisfied?
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Reply to Wifi Aware iOS devices authentication fails after a period of time
I’m not sure what you’re asking for here. Based on your contribution to other threads (like here), I get the feeling that you’re looking for a sample that shows how to communicate between iOS and Android apps. We don’t have such a sample, and it’s not something I’m create for you here on the forums. If you’d like to see that, please do file an enhancement request for it. And post your bug number, just for the record. If I’ve misunderstood your message, I’d appreciate more details on what you’re looking for. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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XCode 26: is it possible to remove the preinstalled iOS Platform via xcodebuild?
Hi, as described by the subject, I'm trying to find a way to remove the preinstalled iOS support via command line tool. I need to do that because I need to use the universal architectureVariant in order to build on old Intel-based iOS Simulators, but on iOS 26. As described in this page, I can use this command to download the architecture I need xcodebuild -downloadPlatform iOS -architectureVariant universal however, launching this command I receive this error iOS is already downloaded as arm64Only. To replace with universal, first delete the existing one. Is there any way to remove the current installed iOS platform via command line? In particular I'm serching for a way to do what the button Delete in the attached screen does. Thank you
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Embed/Do Not Embed & Mach-O type
My Xcode project has the following configuration: 1 iOS app target 1 Xcode framework target (mach-o-type Dynamic Library) 5 static libraries Dependencies: All the static libraries are target dependencies of the framework. The framework is the only target dependency of the iOS app. For the iOS app target, within the General tab > Frameworks, Libraries & Embedded content, I've set the framework as Do not embed So now I have a dynamic framework which won't be copied to the .app bundle in the build output. As per my understanding, this should result in a runtime error, dyld should not be able to find the framework files as they were not embedded in the final .app bundle. But regardless, my app runs without any errors, using all the methods exposed by the framework. What is the correct understanding here? What exactly does Embed/Do not embed mean (apart from excluding the files from .app bundle) When both settings are specified, is there any priority or precedence of one setting o
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Reply to Questions about using App Extension communication with host apps on iOS 26 (Xcode 26)
[quote='860843022, herman602, /thread/802846?answerId=860843022#860843022, /profile/herman602'] Or can an app built with Xcode 26 also run this feature on earlier iOS versions? [/quote] No. This is a new facility in iOS 26. With that out of the way, let’s talk terminology. In app extension parlance: The container app is the one in which the appex is embedded. The host app is the one using the appex. In general, ExtensionKit lets you create a host app that invokes app extensions provided by other developers. Indeed, that’s how it works on macOS. On iOS, however, there are limitations. I’m still researching the exact details of those limitations, but it’s certainly true that iOS apps cannot host extensions created by other third-party developers (FB18784426). Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to Custom USB Network Device Driver on iPhone
[quote='860903022, nam-common, /thread/802640?answerId=860903022#860903022, /profile/nam-common'] For example are there limits to how we can interact with the device? [/quote] An MFi accessory can support the External Accessory framework, which has a very specific communication model. Notably, it doesn’t expose a USB-like API. Rather, your accessory has to implement an MFi-specific on-the-wire protocol that ‘connects’ it to the input and output streams exposed to EA. After that, it’s up to you what commands to run over those streams. I can’t go into the details about the MFi side of this because that info isn’t public. Creating an EA-compatible accessory is a bit of a faff, so I’d definitely explore options outside of that space. For example, an off-the-shelf USB Ethernet dongle will Just Work™ with iOS, at which point you can communicate using standard networking APIs. That definitely has its limitations [1], but EA also has a bunch of limitations. And the advantage with a USB Ethernet dongle is tha
Topic: App & System Services SubTopic: Drivers Tags:
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IOS 26 Beta, Unexpected Liquid Navigation Bar Blured the whole View
I use .scaleEffect(x: 1, y: -1, anchor: .center) to reverse the messages list, so that the latest message always at the bottom. This is correct in ios18, but blurred the whole view in ios26. Complete code: ScrollView { Rectangle() .fill(.clear) .frame(height: 10) // if messages.isEmpty { // MessagesEmpty() // .padding(.horizontal, 10) // .scaleEffect(x: 1, y: -1, anchor: .center) // } MessageInput(chat: chat) .padding(.horizontal, 10) .scaleEffect(x: 1, y: -1, anchor: .center).id(#messag-input-identifier) LazyVStack(spacing: 10) { ForEach(messages) { (message: Message) in MessageItem(message: message, activation: $activeMessageId, audioAdapter: AudioAdapter.shared).id(message.id) } .padding(.horizontal, 10) .scaleEffect(x: 1, y: -1, anchor: .center) } Rectangle() .fill(.clear) .frame(height: 20) } .scaleEffect(x: 1, y: -1, anchor: .center) As shown in the screenshot WechatIMG49.jpg(using ios26beta which is incorrect), WechatIMG50.jpg(using ios18 which is correct) my messages list displays normally on iOS
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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App Intent Parameter (AppEntity) not registering
I'm currently testing this on a physical device (12 Pro Max, iOS 26). Through shortcuts, I know for a fact that I am able to successfully trigger the perform code to do what's needed. In addition, if I just tell siri the phrase without my unit parameter, and it asks me which unit, I am able to, once again, successfully call my perform. The problem is any of my phrases that I include my unit, it either just opens my application, or says I can't understand Here is my sample code: My Entity: import Foundation import AppIntents struct Unit: Codable, Identifiable { let nickname: String let ipAddress: String let id: String } struct UnitEntity: AppEntity { static var typeDisplayRepresentation: TypeDisplayRepresentation { TypeDisplayRepresentation( name: LocalizedStringResource(Unit, table: AppIntents) ) } static let defaultQuery = UnitEntityQuery() // Unique Identifer var id: Unit.ID // @Property allows this data to be available to Shortcuts, Siri, Etc. @Property var name: String // By not including @Proper
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AppIntentConfiguration WatchOS & iOS inconsistent
I'm having problems with my released app with iOS & WatchOS 26 support. I've added AppIntentConfiguration support in the WatchOS app such that users can configure the complication. My complications also support multiple families and so I have slightly different configuration options available if its in the .accessoryRectangular slot or the .accessoryCircular one. This works fine on Apple Watch when editing the Watch face. Here you can then select the configuration options fine and they are correct for the different variants. However on iOS when configuring in the Apple Watch app on iPhone, the different complication size is ignored and the same configuration options are offered meaning they are wrong for one of them. I created a sample project, here is the app intent code: struct TestWidgetConfigurationIntent: AppIntent, WidgetConfigurationIntent { static var title: LocalizedStringResource = New Widgets with Configuration static var description = IntentDescription(Lots of stuff.) static
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Reply to Background GPU access in iOS 26 for iPhones
When we tried using this feature, we were not able to get it to work on iOS 26. We stumbled upon this ticket (https://developer.apple.com/forums/thread/797538?answerId=854825022#854825022) in the Apple Developer forum, in which possibly an Apple engineer claims it is supported ONLY for iPadOS 26. That engineer would be me, and yes, what I said there is correct. Background GPU access is currently only available on iPads. 96% of the users are on iPhone (compared to iPad), and if we refer to the official documentation above, it claims that this feature should work on iOS 26. What the documentation says is that the APIs themselves are available on iOS and iPadOS and that background GPU access is not available on all devices, both of which are true. This both simplifies the implementation on both platforms and allows for future API evolution without requiring major API revision. This is the same basic pattern most of our APIs use when functionality is only available on some hardware. __
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Background GPU access in iOS 26 for iPhones
We build mobile apps for creators to edit their videos. Post editing the video, the creator has to export the video so that it can be uploaded to Youtube. The export is a time consuming and GPU intensive process. The creator can exit the app due to various reasons like receiving the call, putting the app in background etc. This causes the export to fail :( Keeping this limitation in mind there was an announcement from Apple that with the IOS 26 launch would start to support background GPU access. Here is the official documentation: https://developer.apple.com/documentation/BundleResources/Entitlements/com.apple.developer.background-tasks.continued-processing.gpu When we tried using this feature, we were not able to get it to work on IOS 26. We stumbled upon this ticket(https://developer.apple.com/forums/thread/797538?answerId=854825022#854825022) in the Apple Developer forum, in which possibly an Apple engineer claims it is supported ONLY for iPadOS 26. This is a very big bummer for us. 96%
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Possible to bring back "Time in Bed" iOS feature?
I have an iPhone 11 Pro Max running iOS 26. But since iOS 18, Apple decided to remove the Time in Bed feature[1][2]. Is it possible to develop an app that, effectively, brings back this feature? It doesn't have to be that accurate. Just a gauge is fine. As a starter I would like to track the time the phone was in Sleep mode (regardless whether the phone is being used). I have a minimal programming background but have not developed an iOS app before so any help would be appreciated. I found out about HealthKit[3] which lets me access (edit?) Health data, but I don't know where to go from there. [1] https://www.reddit.com/r/iOSBeta/comments/1em8bl6/ios_181_db1_time_in_bed_via_iphone_feature_removed [2] https://www.reddit.com/r/ios/comments/1fkjat4/apple_removed_the_iphoneonly_sleep_tracking [3] https://developer.apple.com/documentation/healthkit
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Reply to File Provider UI extension unsupported on Vision OS
my current File Provider UI code is based on UIKit (coming from iOS) so that is why I started with visionOS. Which is not really encouraging yet :-) Does your current iOS file provier adopt NSFileProviderReplicatedExtension yet? If not, you might consider doing that. With NSFileProviderReplicatedExtension, you can create a file provider that supports both iOS and macOS, as shown in the mentioned sample code, and hence don't need to concern macCatalyst. Best, —— Ziqiao Chen  Worldwide Developer Relations.
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How to handle CoreNFC session timeout when APDU exchange exceeds 20 seconds?
I’m developing an iOS application using CoreNFC and working with ISO7816 tags. My use case involves exchanging APDU commands with a hardware device, but some operations can take more than 20 seconds. From my testing, I see that: The NFC reader session itself lasts about 60 seconds. But once a tag is connected, the connection seems to drop after ~20 seconds, and I receive a “connection lost” / session invalidated error. My questions are: Is this ~20-second connection window a hard limit enforced by iOS? Is there any way to extend this timeout for long-running APDU operations? If not, what’s the recommended design pattern for handling these scenarios? For example, should I split the process into smaller APDU commands and prompt the user to re-tap when the session times out? Any guidance or best practices for handling long NFC exchanges on iOS would be greatly appreciated.
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